/* Copyright (c) 2016 Guillaume Chereau <guillaume@noctua-software.com>
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to
 * deal in the Software without restriction, including without limitation the
 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 * sell copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 * IN THE SOFTWARE.
 */

#ifndef VEC_H_
#define VEC_H_

#include <math.h>
#include <stdbool.h>

enum  {
    EULER_ORDER_DEFAULT = 0, // XYZ.
    EULER_ORDER_XYZ = 0,
    EULER_ORDER_XZY,
    EULER_ORDER_YXZ,
    EULER_ORDER_YZX,
    EULER_ORDER_ZXY,
    EULER_ORDER_ZYX
};

#define MAT4_IDENTITY {{1, 0, 0, 0}, \
                       {0, 1, 0, 0}, \
                       {0, 0, 1, 0}, \
                       {0, 0, 0, 1}}

#define DECL static inline

#define VEC(...) ((float[]){__VA_ARGS__})
#define QUAT(w, x, y, z) ((float[]){w, x, y, z})

#define VEC2_SPLIT(v) (v)[0], (v)[1]
#define VEC3_SPLIT(v) (v)[0], (v)[1], (v)[2]
#define VEC4_SPLIT(v) (v)[0], (v)[1], (v)[2], (v)[3]

static const float vec3_zero[] = {0, 0, 0};
static const float vec4_zero[] = {0, 0, 0, 0};
static const float mat4_identity[4][4] = {{1, 0, 0, 0},
                                          {0, 1, 0, 0},
                                          {0, 0, 1, 0},
                                          {0, 0, 0, 1}};
static const float mat4_zero[4][4] = {{0, 0, 0, 0},
                                      {0, 0, 0, 0},
                                      {0, 0, 0, 0},
                                      {0, 0, 0, 0}};

static const float quat_identity[4] = {1, 0, 0, 0};


// S macro for C99 static argument array size.
#ifndef __cplusplus
#define S static
#else
#define S
#endif


DECL void vec2_set(float v[S 2], float x, float y)
{
    v[0] = x;
    v[1] = y;
}

/*
 * Macro: vec3_set
 * Set a 3 sized array values.
 */
#define vec3_set(v, x, y, z) do { \
    (v)[0] = (x); (v)[1] = (y); (v)[2] = (z); } while(0)


/*
 * Macro: vec4_set
 * Set a 4 sized array values.
 */
#define vec4_set(v, x, y, z, w) do { \
    (v)[0] = (x); (v)[1] = (y); (v)[2] = (z); (v)[3] = (w); } while(0)

DECL void mat4_set(float m[4][4],
                   float a00, float a01, float a02, float a03,
                   float a10, float a11, float a12, float a13,
                   float a20, float a21, float a22, float a23,
                   float a30, float a31, float a32, float a33)
{
    vec4_set(m[0], a00, a01, a02, a03);
    vec4_set(m[1], a10, a11, a12, a13);
    vec4_set(m[2], a20, a21, a22, a23);
    vec4_set(m[3], a30, a31, a32, a33);
}

DECL void vec2_copy(const float a[S 2], float out[S 2])
{
    out[0] = a[0];
    out[1] = a[1];
}

DECL void vec3_copy(const float a[S 3], float out[S 3])
{
    out[0] = a[0];
    out[1] = a[1];
    out[2] = a[2];
}

/*
 * Macro: vec4_copy
 * Copy a 4 sized array into an other one.
 */
#define vec4_copy(a, b) do { \
        (b)[0] = (a)[0]; (b)[1] = (a)[1]; (b)[2] = (a)[2]; (b)[3] = (a)[3]; \
    } while (0)

DECL bool vec2_equal(const float a[S 2], const float b[S 2])
{
    return a[0] == b[0] && a[1] == b[1];
}

DECL bool vec3_equal(const float a[S 3], const float b[S 3])
{
    return a[0] == b[0] && a[1] == b[1] && a[2] == b[2];
}

/*
 * Macro: vec4_equal
 * Test whether two 4 sized vectors are equal.
 */
#define vec4_equal(a, b) ({ \
        (a)[0] == (b)[0] && \
        (a)[1] == (b)[1] && \
        (a)[2] == (b)[2] && \
        (a)[3] == (b)[3]; })

DECL void vec2_add(const float a[S 2], const float b[S 2], float out[S 2])
{
    out[0] = a[0] + b[0];
    out[1] = a[1] + b[1];
}

DECL void vec3_add(const float a[S 3], const float b[S 3], float out[S 3])
{
    out[0] = a[0] + b[0];
    out[1] = a[1] + b[1];
    out[2] = a[2] + b[2];
}

DECL void vec3_iadd(float a[S 3], const float b[S 3])
{
    vec3_add(a, b, a);
}

DECL void vec3_addk(const float a[S 3], const float b[S 3], float k,
                    float out[S 3])
{
    out[0] = a[0] + b[0] * k;
    out[1] = a[1] + b[1] * k;
    out[2] = a[2] + b[2] * k;
}

DECL void vec3_iaddk(float a[S 3], const float b[S 3], float k)
{
    vec3_addk(a, b, k, a);
}


DECL void vec2_sub(const float a[S 2], const float b[S 2], float out[S 2])
{
    out[0] = a[0] - b[0];
    out[1] = a[1] - b[1];
}

DECL void vec3_sub(const float a[S 3], const float b[S 3], float out[S 3])
{
    out[0] = a[0] - b[0];
    out[1] = a[1] - b[1];
    out[2] = a[2] - b[2];
}

DECL void vec3_isub(float a[S 3], const float b[S 3])
{
    vec3_sub(a, b, a);
}

DECL void vec2_mul(const float a[S 2], float k, float out[S 2])
{
    out[0] = a[0] * k;
    out[1] = a[1] * k;
}

DECL void vec3_mul(const float a[S 3], float k, float out[S 3])
{
    out[0] = a[0] * k;
    out[1] = a[1] * k;
    out[2] = a[2] * k;
}

DECL void vec4_mul(const float a[S 4], float k, float out[S 4])
{
    out[0] = a[0] * k;
    out[1] = a[1] * k;
    out[2] = a[2] * k;
    out[3] = a[3] * k;
}

DECL void vec3_imul(float a[S 3], float k)
{
    vec3_mul(a, k, a);
}

DECL void vec3_neg(const float a[S 3], float out[S 3])
{
    vec3_mul(a, -1, out);
}

DECL float vec2_dot(const float a[S 2], const float b[S 2])
{
    return a[0] * b[0] + a[1] * b[1];
}

DECL float vec3_dot(const float a[S 3], const float b[S 3])
{
    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}

DECL float vec2_norm2(const float a[S 2])
{
    return vec2_dot(a, a);
}

DECL float vec3_norm2(const float a[S 3])
{
    return vec3_dot(a, a);
}

DECL float vec2_norm(const float a[S 2])
{
    return sqrt(vec2_norm2(a));
}

DECL void vec2_normalize(const float a[S 2], float out[S 2])
{
    vec2_mul(a, 1 / vec2_norm(a), out);
}

DECL float vec3_norm(const float a[S 3])
{
    return sqrt(vec3_norm2(a));
}

DECL void vec3_normalize(const float a[S 3], float out[S 3])
{
    vec3_mul(a, 1 / vec3_norm(a), out);
}

DECL float vec2_dist2(const float a[S 2], const float b[S 2])
{
    float u[2];
    vec2_sub(a, b, u);
    return vec2_norm2(u);
}

DECL float vec2_dist(const float a[S 2], const float b[S 2])
{
    return sqrt(vec2_dist2(a, b));
}

DECL float vec3_dist2(const float a[S 3], const float b[S 3])
{
    float d[3];
    vec3_sub(a, b, d);
    return vec3_norm2(d);
}

DECL float vec3_dist(const float a[S 3], const float b[S 3])
{
    return sqrt(vec3_dist2(a, b));
}

DECL void vec2_mix(const float a[S 2], const float b[S 2], float t,
                   float out[S 2])
{
    out[0] = a[0] * (1 - t) + b[0] * t;
    out[1] = a[1] * (1 - t) + b[1] * t;
}

DECL void vec3_mix(const float a[S 3], const float b[S 3], float t,
                   float out[S 3])
{
    out[0] = a[0] * (1 - t) + b[0] * t;
    out[1] = a[1] * (1 - t) + b[1] * t;
    out[2] = a[2] * (1 - t) + b[2] * t;
}

DECL void vec3_lerp(const float a[S 3], const float b[S 3], float t,
                    float out[S 3])
{
    vec3_mix(a, b, t, out);
}

DECL bool vec3_lerp_const(const float a[S 3], const float b[S 3], float d,
                          float out[S 3])
{
    float u[3];
    float d2 = vec3_dist2(a, b);
    if (d2 < d * d) {
        vec3_copy(b, out);
        return true;
    }
    vec3_sub(b, a, u);
    vec3_normalize(u, u);
    vec3_addk(a, u, d, out);
    return false;
}

DECL bool vec3_ilerp_const(float a[S 3], const float b[S 3], float d)
{
    return vec3_lerp_const(a, b, d, a);
}

DECL void vec3_project(const float a[S 3], const float b[S 3], float out[S 3])
{
    vec3_mul(b, vec3_dot(a, b) / vec3_dot(b, b), out);
}

DECL float vec2_cross(const float a[S 2], const float b[S 2])
{
    return a[0] * b[1] - a[1] * b[0];
}

DECL void vec3_cross(const float a[S 3], const float b[S 3], float out[S 3])
{
    out[0] = a[1] * b[2] - a[2] * b[1];
    out[1] = a[2] * b[0] - a[0] * b[2];
    out[2] = a[0] * b[1] - a[1] * b[0];
}

void vec3_get_ortho(const float a[S 3], float out[S 3]);

DECL void mat4_copy(const float m[S 4][4], float out[S 4][4])
{
    int i, j;
    for (i = 0; i < 4; i++)
        for (j = 0; j < 4; j++)
            out[i][j] = m[i][j];
}

DECL void mat4_mul_vec4(const float m[S 4][4], const float v[S 4],
                        float out[S 4])
{
    float ret[4] = {};
    int i, j;
    for (i = 0; i < 4; i++) {
        for (j = 0; j < 4; j++) {
            ret[i] += m[j][i] * v[j];
        }
    }
    vec4_copy(ret, out);
}

DECL void mat4_mul_vec3(const float m[S 4][4], const float v[S 3],
                        float out[S 3])
{
    float v4[4] = {v[0], v[1], v[2], 1.0f};
    mat4_mul_vec4(m, v4, v4);
    vec3_copy(v4, out);
}

DECL void mat4_mul_dir3(const float m[S 4][4], const float v[S 3],
                        float out[S 3])
{
    float v4[4] = {v[0], v[1], v[2], 0.0f};
    mat4_mul_vec4(m, v4, v4);
    vec3_copy(v4, out);
}

DECL void mat4_translate(const float m[S 4][4], float x, float y, float z,
                         float out[S 4][4])
{
    float tmp[4][4];
    int i;
    mat4_copy(m, tmp);
#define M(row,col)  tmp[(row)][(col)]
    for (i = 0; i < 4; i++) {
       M(4 - 1, i) += M(0, i) * x + M(1, i) * y + M(2, i) * z;
    }
#undef M
    mat4_copy(tmp, out);
}

DECL void mat4_itranslate(float m[S 4][4], float x, float y, float z)
{
    mat4_translate(m, x, y, z, m);
}

DECL void mat4_scale(const float m[S 4][4], float x, float y, float z,
                     float out[S 4][4])
{
    int i;
    float tmp[4][4];
    mat4_copy(m, tmp);
    for (i = 0; i < 4; i++) {
        tmp[0][i] *= x;
        tmp[1][i] *= y;
        tmp[2][i] *= z;
    }
    mat4_copy(tmp, out);
}

DECL void mat4_iscale(float m[S 4][4], float x, float y, float z)
{
    mat4_scale(m, x, y, z, m);
}

DECL bool mat4_invert(const float mat[S 4][4], float out[S 4][4])
{
    float det;
    int i;
    const float *m = (const float*)mat;
    float inv[16];

#define M(i, j, k) m[i] * m[j] * m[k]
    inv[0] =   M(5, 10, 15) - M(5, 11, 14)  - M(9, 6, 15) +
               M(9, 7, 14)  + M(13, 6, 11)  - M(13, 7, 10);
    inv[4] =  -M(4, 10, 15) + M( 4, 11, 14) + M( 8, 6, 15) -
               M(8, 7, 14)  - M(12,  6, 11) + M(12, 7, 10);
    inv[8] =   M(4,  9, 15) - M( 4, 11, 13) - M(8,  5, 15) +
               M(8,  7, 13) + M(12,  5, 11) - M(12, 7, 9);
    inv[12] = -M(4, 9, 14)  + M(4, 10, 13)  + M(8, 5, 14) -
               M(8, 6, 13)  - M(12, 5, 10)  + M(12, 6, 9);
    inv[1] =  -M(1, 10, 15) + M(1, 11, 14)  + M(9, 2, 15) -
               M(9, 3, 14)  - M(13, 2, 11)  + M(13, 3, 10);
    inv[5] =   M(0, 10, 15) - M(0, 11, 14)  - M(8, 2, 15) +
               M(8, 3, 14)  + M(12, 2, 11)  - M(12, 3, 10);
    inv[9] =  -M(0, 9, 15)  + M(0, 11, 13)  + M(8, 1, 15) -
               M(8, 3, 13)  - M(12, 1, 11)  + M(12, 3, 9);
    inv[13] =  M(0, 9, 14)  - M(0, 10, 13)  - M(8, 1, 14) +
               M(8, 2, 13)  + M(12, 1, 10)  - M(12, 2, 9);
    inv[2] =   M(1, 6, 15)  - M(1, 7, 14)   - M(5, 2, 15) +
               M(5, 3, 14)  + M(13, 2, 7)   - M(13, 3, 6);
    inv[6] =  -M(0, 6, 15)  + M(0, 7, 14)   + M(4, 2, 15) -
               M(4, 3, 14)  - M(12, 2, 7)   + M(12, 3, 6);
    inv[10] =  M(0, 5, 15)  - M(0, 7, 13)   - M(4, 1, 15) +
               M(4, 3, 13)  + M(12, 1, 7)   - M(12, 3, 5);
    inv[14] = -M(0, 5, 14)  + M(0, 6, 13)   + M(4, 1, 14) -
               M(4, 2, 13)  - M(12, 1, 6)   + M(12, 2, 5);
    inv[3] =  -M(1, 6, 11)  + M(1, 7, 10)   + M(5, 2, 11) -
               M(5, 3, 10)  - M(9, 2, 7)    + M(9, 3, 6);
    inv[7] =   M(0, 6, 11)  - M(0, 7, 10)   - M(4, 2, 11) +
               M(4, 3, 10)  + M(8, 2, 7)    - M(8, 3, 6);
    inv[11] = -M(0, 5, 11)  + M(0, 7, 9)    + M(4, 1, 11) -
               M(4, 3, 9)   - M(8, 1, 7)    + M(8, 3, 5);
    inv[15] =  M(0, 5, 10)  - M(0, 6, 9)    - M(4, 1, 10) +
               M(4, 2, 9)   + M(8, 1, 6)    - M(8, 2, 5);
#undef M

    det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12];

    if (det == 0)
        return false;

    det = 1.0 / det;

    for (i = 0; i < 16; i++)
        out[i / 4][i % 4] = inv[i] * det;
    return true;
}

DECL void mat4_igrow(float m[S 4][4], float x, float y, float z)
{
    // XXX: need to optimize this.
    float s[3];
    float v[3][4] = {{1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}};
    int i;
    for (i = 0; i < 3; i++) {
        mat4_mul_vec4(m, v[i], v[i]);
        s[i] = vec3_norm(v[i]);
    }
    s[0] = (2 * x + s[0]) / s[0];
    s[1] = (2 * y + s[1]) / s[1];
    s[2] = (2 * z + s[2]) / s[2];
    mat4_iscale(m, s[0], s[1], s[2]);
}

DECL void mat4_mul(const float a[S 4][4], const float b[S 4][4],
                   float out[S 4][4])
{
    int i, j, k;
    float ret[4][4] = {};
    for (i = 0; i < 4; i++) {
        for (j = 0; j < 4; j++) {
            ret[j][i] = 0.0;
            for (k = 0; k < 4; ++k) {
                ret[j][i] += a[k][i] * b[j][k];
            }
        }
    }
    mat4_copy(ret, out);
}

DECL void mat4_imul(float a[S 4][4], const float b[S 4][4])
{
    mat4_mul(a, b, a);
}

DECL void mat4_ortho(float m[S 4][4], float left, float right, float bottom,
                     float top, float nearval, float farval)
{
    float tx = -(right + left) / (right - left);
    float ty = -(top + bottom) / (top - bottom);
    float tz = -(farval + nearval) / (farval - nearval);
    const float ret[4][4] = {
        {2 / (right - left), 0, 0, 0},
        {0, 2 / (top - bottom), 0, 0},
        {0, 0, -2 / (farval - nearval), 0},
        {tx, ty, tz, 1},
    };
    mat4_copy(ret, m);
}

DECL void mat4_perspective(float m[S 4][4], float fovy, float aspect,
                           float nearval, float farval)
{
    float radian = fovy * M_PI / 180.f;
    float f = 1.f / tan(radian / 2.f);
    const float ret[4][4] = {
        {f / aspect, 0.f, 0.f, 0.f},
        {0.f, f, 0.f, 0.f},
        {0.f, 0.f, (farval + nearval) / (nearval - farval), -1.f},
        {0.f, 0.f, 2.f * farval * nearval / (nearval - farval), 0.f},
    };
    mat4_copy(ret, m);
}

DECL void mat4_transpose(const float m[S 4][4], float out[S 4][4])
{
    int i, j;
    float ret[4][4] = {};
    for (i = 0; i < 4; i++)
        for (j = 0; j < 4; j++)
            ret[i][j] = m[j][i];
    mat4_copy(ret, out);
}

DECL void mat4_set_identity(float m[S 4][4])
{
    mat4_copy(mat4_identity, m);
}

// Similar to gluLookAt
DECL void mat4_lookat(float m[S 4][4],
                      const float eye[S 3], const float center[S 3],
                      const float up[S 3])
{
    float f[3], s[3], u[3], ret[4][4];
    mat4_set_identity(ret);
    vec3_sub(center, eye, f);
    vec3_normalize(f, f);
    vec3_cross(f, up, s);
    vec3_normalize(s, s);
    vec3_cross(s, f, u);
    vec3_normalize(u, u);
    vec3_copy(s, ret[0]);
    vec3_copy(u, ret[1]);
    vec3_neg(f, ret[2]);
    mat4_transpose(ret, ret);
    mat4_translate(ret, -eye[0], -eye[1], -eye[2], ret);
    mat4_copy(ret, m);
}

DECL void quat_set_identity(float q[S 4])
{
    q[0] = 1;
    q[1] = 0;
    q[2] = 0;
    q[3] = 0;
}

DECL void quat_copy(const float q[S 4], float out[S 4])
{
    out[0] = q[0];
    out[1] = q[1];
    out[2] = q[2];
    out[3] = q[3];
}

DECL void quat_from_axis(float quat[S 4], float a, float x, float y, float z);
DECL void quat_to_mat4(const float q[S 4], float out[S 4][4]);

DECL void mat4_rotate(const float m[S 4][4],
                      float a, float x, float y, float z,
                      float out[S 4][4])
{
    if (a == 0.0) {
        mat4_copy(m, out);
        return;
    }
    float tmp[4][4];
    float s = sin(a);
    float c = cos(a);
    mat4_set_identity(tmp);

#define M(row,col)  tmp[col][row]
    if (x == 1.0 && y == 0.0 && z == 0.0) {
        M(1,1) = c;
        M(2,2) = c;
        M(1,2) = -s;
        M(2,1) = s;
    } else if (x == 0.0 && y == 1.0 && z == 0.0) {
        M(0, 0) = c;
        M(2, 2) = c;
        M(0, 2) = s;
        M(2, 0) = -s;
    } else if (x == 0.0 && y == 0.0 && z == 1.0) {
        M(0, 0) = c;
        M(1, 1) = c;
        M(0, 1) = -s;
        M(1, 0) = s;
    } else {
        float quat[4];
        quat_from_axis(quat, a, x, y, z);
        quat_to_mat4(quat, tmp);
    }
#undef M
    mat4_mul(m, tmp, out);
}

DECL void mat4_irotate(float m[S 4][4], float a, float x, float y, float z)
{
    mat4_rotate(m, a, x, y, z, m);
}

DECL bool mat4_equal(const float a[S 4][4], const float b[S 4][4])
{
    int i, j;
    for (i = 0; i < 4; i++)
        for (j = 0; j < 4; j++)
            if (a[i][j] != b[i][j]) return false;
    return true;
}

DECL void mat4_to_mat3(const float m[S 4][4], float out[3][3])
{
    int i, j;
    for (i = 0; i < 3; i++)
        for (j = 0; j < 3; j++)
            out[i][j] = m[i][j];
}

DECL void quat_from_axis(float quat[S 4], float a, float x, float y, float z)
{
    float sin_angle;
    float vn[3] = {x, y, z};
    a *= 0.5f;
    vec3_normalize(vn, vn);
    sin_angle = sin(a);
    quat[0] = cos(a);
    quat[1] = vn[0] * sin_angle;
    quat[2] = vn[1] * sin_angle;
    quat[3] = vn[2] * sin_angle;
}

DECL void quat_to_mat4(const float q[S 4], float out[S 4][4])
{
    float w, x, y, z;
    w = q[0];
    x = q[1];
    y = q[2];
    z = q[3];
    const float ret[4][4] = {
            {1-2*y*y-2*z*z,     2*x*y+2*z*w,     2*x*z-2*y*w,  0},
            { 2*x*y-2*z*w,   1-2*x*x-2*z*z,     2*y*z+2*x*w,   0},
            { 2*x*z+2*y*w,     2*y*z-2*x*w,   1-2*x*x-2*y*y,   0},
            { 0,               0,               0,             1}};
    mat4_copy(ret, out);
}

DECL void quat_conjugate(const float q[S 4], float out[S 4]) {
    out[0] =  q[0];
    out[1] = -q[1];
    out[2] = -q[2];
    out[3] = -q[3];
}

DECL void quat_mul(const float a[S 4], const float b[S 4], float out[S 4])
{
    out[0] = a[0] * b[0] - a[1] * b[1] - a[2] * b[2] - a[3] * b[3];
    out[1] = a[0] * b[1] + a[1] * b[0] + a[2] * b[3] - a[3] * b[2];
    out[2] = a[0] * b[2] + a[2] * b[0] + a[3] * b[1] - a[1] * b[3];
    out[3] = a[0] * b[3] + a[3] * b[0] + a[1] * b[2] - a[2] * b[1];
}

DECL void quat_imul(float a[S 4], const float b[S 4])
{
    quat_mul(a, b, a);
}

DECL void quat_rotate(const float q[S 4], float a, float x, float y, float z,
                      float out[S 4])
{
    float other[4];
    quat_from_axis(other, a, x, y, z);
    quat_mul(q, other, out);
}

DECL void quat_irotate(float q[S 4], float a, float x, float y, float z)
{
    quat_rotate(q, a, x, y, z, q);
}

DECL void quat_mul_vec4(const float q[S 4], const float v[S 4], float out[S 4])
{
    float m[4][4];
    quat_to_mat4(q, m);
    mat4_mul_vec4(m, v, out);
}

DECL void mat4_mul_quat(const float mat[S 4][4], const float q[S 4],
                        float out[S 4][4])
{
    float qm[4][4];
    quat_to_mat4(q, qm);
    mat4_mul(mat, qm, out);
}

DECL void mat4_imul_quat(float mat[S 4][4], const float q[S 4])
{
    mat4_mul_quat(mat, q, mat);
}

void mat3_to_eul(const float m[S 3][3], int order, float e[S 3]);
void mat3_to_eul2(const float m[S 3][3], int order, float e1[S 3],
                  float e2[S 3]);
void mat3_to_quat(const float m[S 3][3], float quat[S 4]);
void quat_to_mat3(const float q[S 4], float out[S 3][3]);

DECL void quat_to_eul(const float q[S 4], int order, float e[S 3])
{
    float m[3][3];
    quat_to_mat3(q, m);
    mat3_to_eul(m, order, e);
}

DECL void quat_to_eul2(const float q[S 4], int order, float e1[S 3],
                       float e2[S 3])
{
    float m[3][3];
    quat_to_mat3(q, m);
    mat3_to_eul2(m, order, e1, e2);
}

void eul_to_quat(const float e[S 3], int order, float out[S 4]);

DECL void quat_normalize(const float q[S 4], float out[S 4])
{
    float n = sqrt(q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3]);
    out[0] = q[0] / n;
    out[1] = q[1] / n;
    out[2] = q[2] / n;
    out[3] = q[3] / n;
}

#undef S

#endif // VEC_H_
